Methods for identification of highlight game events and automated generation of videos for same

ABSTRACT

Methods, systems and computer readable media for automated creation of videos for interactive entertainment involving at least one individual, based on events that occur within that interactive entertainment are provided. One method includes storing a video history of a session of the interactive entertainment for an individual and examining the interactive entertainment for the session to identify events designated as significant. The designation as significant for each event being predefined to meet a threshold. Then, selecting segments of video from the video history of the session of the interactive entertainment. The selected segments being for a set of the identified events. The method then generates a video defined from the selected segments of video. The video is playable to show the selected segments of video in a selected order for the individual and saving the video.

CLAIM OF PRIORITY

This application is a continuation application under 35 USC 120 andclaims priority from co-pending U.S. application Ser. No. 12/370,327,filed on Feb. 12, 2009 now U.S Pat. No. 8,515,253, which claims priorityto U.S. Provisional Patent Application No. 61/029,261, filed on Feb. 15,2008, both of which are incorporated herein by reference.

FIELD OF THE INVENTION

Embodiments of this invention relate to the creation of videos forinteractive entertainment. More particularly, embodiments of thisinvention relate to the automated creation of videos for interactiveentertainment based on events that occur within that entertainment.

BACKGROUND OF THE INVENTION

Multiplayer video games, such as the Warhawk™ game, which is played onthe Sony PS3 game console (see, for example,www.us.playstation.com/Warhawk/) provide an interactive entertainmentexperience. Such interaction typically takes the form of a competitivegroup or team activity. For example, in Warhawk™ such interaction takesplace during a virtual combat experience. Certain events during anyparticular game play sequence are memorable to the game participantsbecause of, for example, the skill exhibited by one or more participantsduring such event or the entertainment value of such event. Thus,YouTube currently shows 1580 postings of Warhawk™ videos. These videosare either demonstration videos or user experience videos, the lattertypically comprising video tape recordings made by a participant orspectator from a monitor or television during game play. These YouTubevideos are very popular, having thousands, and even hundreds ofthousands, views.

Unfortunately, the most effective current approach to capturing gameplay is through video taping and other such means. Because videosproduced in this manner are unedited, analog screen captures whichpresent game play in a linear fashion, the most interesting events in agame play sequence are not highlighted or assembled into a meaningful,entertaining narrative. Nor do current video capture techniques providefor more than the perspective of the immediate participant or spectatorwho is performing the video capture.

Thus, there is a need in the art, for a technique that allows forautomated creation of videos for interactive entertainment based onevents that occur within that entertainment.

SUMMARY OF THE INVENTION

The disadvantages associated with the prior art are overcome byembodiments of the present invention directed to a technique that allowsfor automated creation of videos for interactive entertainment based onevents that occur within that entertainment. Thus, an embodiment of theinvention concerns automated movie creation based on game events.Previously replay generation was predominantly unintelligent, namely itpresented the historical data linearly. The presently preferredembodiment of the invention provides a technique that attempts to findthe interesting moments in a game and presents them in severalinteresting ways.

Methods, systems and computer readable media for automated creation ofvideos for interactive entertainment involving at least one individual,based on events that occur within that interactive entertainment areprovided. One method includes storing a video history of a session ofthe interactive entertainment for an individual and examining theinteractive entertainment for the session to identify events designatedas significant. The designation as significant for each event beingpredefined to meet a threshold. Then, selecting segments of video fromthe video history of the session of the interactive entertainment. Theselected segments being for a set of the identified events. The methodthen generates a video defined from the selected segments of video. Thevideo is playable to show the selected segments of video in a selectedorder for the individual and saving the video.

Choosing which events to use to create the movie is a form of artificialintelligence. In one embodiment of the invention, the game designates aseries of events that can occur within a play session. The game mustkeep track of enough replay data such that these discrete events can beidentified. Upon replay generation, the game searches over thehistorical data for that session and identifies the events that haveoccurred. The game may present several combinations of views of thoseevents. For example, the game can create a highlights reel of the entireplay session by linearly displaying several of the discovered events.Another embodiment allows the player to choose which events to view. Theevents could also be categorized, allowing the player to view acollection of a selected event type, such as all flag capture videos orall long-distance shots.

BRIEF DESCRIPTION OF THE DRAWINGS

The teachings of the present invention can be readily understood byconsidering the following detailed description in conjunction with theaccompanying drawings, in which:

FIG. 1 is a block schematic diagram showing a video game systemarchitecture according to an embodiment of the invention;

FIG. 2 is a logic diagram showing operation of the invention during gameplay according to an embodiment of the invention;

FIG. 3 is a logic diagram showing operation of the invention duringassembly of a game highlight video according to an embodiment of theinvention;

FIG. 4 is a schematic diagram showing a game play timeline and videocontent that is selected for inclusion in a highlight video according toan embodiment of the invention;

FIG. 5 is a schematic diagram showing a game play timeline and resultingvideo content according to an embodiment of the invention;

FIG. 6 is a logic diagram showing operation of the invention duringproduction of a game highlight video according to an embodiment of theinvention; and

FIGS. 7 a-7 n show an edited game play sequence as produced inaccordance with the invention.

DESCRIPTION OF THE SPECIFIC EMBODIMENTS

Although the following detailed description contains many specificdetails for the purposes of illustration, anyone of ordinary skill inthe art will appreciate that many variations and alterations to thefollowing details are within the scope of the invention. Accordingly,the exemplary embodiments of the invention described below are set forthwithout any loss of generality to, and without imposing limitationsupon, the claimed invention.

An embodiment of the invention concerns automated movie creation basedon game events. Previously replay generation was predominantlyunintelligent, namely it presented the historical data linearly. Thepresently preferred embodiment of the invention provides a techniquethat attempts to find the interesting moments in a game and presentsthem in several interesting ways.

Choosing which events to use to create the movie is a form of artificialintelligence. In one embodiment of the invention, the game designates aseries of events that can occur within a play session. The game mustkeep track of enough replay data such that these discrete events can beidentified. These discrete events, collectively, amount to aninteractive entertainment history for a particular game play session.Upon replay generation, the game searches over the historical data forthat session and identifies notable events that have occurred, forexample based upon user voting and/or upon favorable comparison with apredetermined set of notable events. The game may present severalcombinations of views of those events. For example, the game can createa highlights reel of the entire play session by linearly displayingseveral of the discovered events. Another embodiment allows the playerto chose which events to view. The events could also be categorized,allowing the player to view a collection of a selected event type, suchas all flag capture videos or all long-distance shots.

FIG. 1 is a block schematic diagram showing a video game systemarchitecture according to an embodiment of the invention. One embodimentof the invention is implemented in the Sony PlayStation® 3 game console.Those skilled in the art will recognize that there is significant skillin the game developer community in connection with game consoles, suchas the PlayStation® 3, and that application programming interfaces forsuch consoles are available, for example, in respective softwaredevelopment kits for developers. Thus, those skilled in the art willalso recognize that the various techniques taught herein can beimplemented in a game console, such as the PlayStation® 3, using knownprogramming techniques. See, for example, Rabin, Steve, Introduction toGame Development (Game Development Series), Charles River Media (June2005).

While the invention is described herein with regard to the SonyPlayStation® 3 and games that are intended for use on such game console,those skilled in the art will appreciate that developers for other gameconsoles can readily apply the teachings herein to such other gamesconsoles. Accordingly, the invention herein is in no way limited to thespecific examples provided herein.

In FIG. 1, two or more players access a game server 11 via a network 14,such as the Internet. Each player uses a game console 10, such as theSony PlayStation® 3. The game server includes a data store 12 thatstores information about each player, such as a profile, gamestatistics, and the like, as well as a game history comprising, in oneembodiment, a timeline that contains events that occurred during a gamesession. These events can be significant events and/or user designatedevents, as described in greater detail below. The game server alsoincludes a mechanism for assembling a game play video that includes theevents contained in the timeline (discussed below). In anotherembodiment, a history may be maintained on the game console in additionto, or instead of, on the game server. Likewise, the game console caninclude a mechanism for assembling a game play video that includesevents contained in the timeline.

FIG. 2 is a logic diagram showing operation of the invention during gameplay according to an embodiment of the invention. At the beginning ofgame play, a user enters the game by spawning (200). As game playprogresses (270), various events occur, such as crashes, kills, deaths,and the like (210). As these events occur, they are noted in a historyof the game that is stored, as described above, along a game timeline(220). These events are noted for each player. In one embodiment, eventsthat occur between two players, such as one player killing anotherplayer, are correlated between the players to capture the event fromeach player's perspective. In another embodiment, each player may decideto designate an event as significant by tagging it (230), for example bypressing a button or combination of button on a game controller. Thesetags are also logged to the timeline (240). When the game is over (250),a video of game highlights is generated (260).

FIG. 3 is a logic diagram showing operation of the invention duringassembly of a game highlight video according to an embodiment of theinvention. Once a game is completed, a video of the game highlights canbe generated, either at the request of one or more users, under controlof one or more users, or it may be generated automatically in all casesand saved to a game highlight archive for later viewing or for use, inwhole or part, in generating additional videos.

At the start of the video assembly process, all tagged events areidentified (300).

The tagged events in some embodiments can indicate a ranking (310) ofthe events based upon such factors as the significance of the event,e.g. a flag capture or multiple kill, the difficulty of accomplishing atask associated with the event, the entertainment value of the event,and the like. If such events are present, then the events are ordered(320) in accordance with various factors, such as significance orentertainment value.

The tagged events in some embodiments can also include user generatedtags, e.g. based upon voting by one or more users, such as an indicationthat an event is entertaining, for example when compiling a list ofhighlights, as designated, for example, by user selection of a thumb'sup icon, button, or the like; or an indication that an event is notentertaining, for example when voting to select highlights from among alist of finalist events, as designated, for example, by user selectionof a thumb's down icon, button, or the like, which indicate a rating ofthe event by the players (330). If such rating events are present, thenthe events are ordered (340) according to such criteria as number oftags per event, prominence of the players who tagged an event,significance of the event, whether the number of tags exceed a minimumthreshold. This embodiment of the invention provides for userinteraction with the highlight selection process, e.g. it provides amechanism that identifies the overall positive or negative affirmationby one or more users of a sequence of events in an interactivepresentation, such as game play, at an instant in time. In thisembodiment, the user is provided with a mechanism, such as a gamecontroller button press, by which events are designated as being ofparticular interest. Thus, this embodiment of the invention provides avoting scheme analogous to the thumbs up rating system described above.The game players select those events that are of greatest interestduring game play. User selection tags these events in a game playhistory. After conclusion of game play, the system collates the usertags and assembles a highlights video of the game. A threshold may beestablished that must be met before a tagged event is considered forinclusion in a video. The system may apply various heuristics to theassembly process, such as ranking events by popularity, as indicated bythe number of tags associated with an event. Further, the system maylimit the video to a specific number of tagged events, such as the topfive ranked events. A weighting may also be applied to the events, suchthat some tagged events may have greater weighting than other taggedevents. For example, each tag in a flag capture event may be weightedgreater than tags in a kill event. Thus, ranking and selection of eventsfor presentation in a video is multidimensional.

When a manual tag event is selected via the user during game play, thesystem gives higher weight to the events that occurred in the previous Nseconds. Because the system might not recognize the event asinteresting, this secondary mechanism allows the player to identifyinteresting events. For example, if one person jumps off of a ledge andlands in a moving vehicle, a player could tag that action asinteresting. The designers of the game could see user created videosthat have interesting content, and patch the future version of the gameto include criteria, such as jumping into moving vehicles, into theautomated system as well.

Once the events are ordered, based upon their ranking and rating forexample, the video is assembled (350). The assembly process proceeds inaccordance with any of various user or programmed decisions as to whichevents to present, how many events to present, how much of an eventshould be presented, and the like. For example, some events may requireinclusion of actions that lead up to the event to provide context, otherevents may require presentation from the perspective of more than oneplayer, and the like. Further, some events may be more entertaining orsignificant than others. Thus, more popular events, as indicated by userratings, may be promoted over more significant events, as indicated byrankings. Alternatively, one or more of the various ranking and ratingfactors may be used as a weighting value for one or more of the otherfactors. Thus, while explosions, for example, may be more significantthan crashed for purposes of ranking, a particular crash may be sopopular, based upon it rating, that it is promoted over an explosion andincluded in a video instead of the explosion.

FIG. 4 is a schematic diagram showing a game play timeline and videocontent that is selected for inclusion in a highlight video according toan embodiment of the invention. Those skilled in the art of programminggame consoles will appreciate that a history of game play and adesignation of significant events can be captured during such game playand stored in an electronic storage. Thereafter, such history may beretrieved and, using event designation information in the history, suchas player names, coordinates in the game space, and the like, the gameevent, and actions leading up to the event, can be recreated. In FIG. 4,a timeline is shown in which events E1, E2, and En occur during gameplay. It can be seen that the tag for event E1 is based upon a simplegame event, while the tag for event E2 is a user tag, and the tag forevent En is based upon both game events and user tags. FIG. 4 shows thatthe value of event En is greater than that of the other captured gameevents and, thus is given a more prominent position in the resultingvideo. Event E1 has the second greatest value and is also placed in thevideo, but in a lesser position; event E2 has least significance and, inthe example shown in FIG. 4, does not meet a threshold for inclusion inthe video.

Examples of Events are as Follows

Example Capture the Flag Events

Flag Capture

Taking of a Flag

Killing of a flag carrier

Long distance shot

A Mine blows up

A player drops a mine

Example Deathmatch events

Long distance shot

5 kill streak

Entire session of player with the most kills

Entire session of player with the worst score

A mine blows up and kills a player

A player jumps off a hill and enters a moving vehicle

A player pushes another player off a hill into water, killing thatplayer

Once an event has been discovered, a secondary step may build a replayof the events that led up to the event. For example, the Table 1 belowillustrates one player placing mines that blow up two other players. Themain events that the video is looking to capture are player 2 and player3 being blown up by mines. From the point of mine impact, the video iscrafted to show the basic steps that led up to the impacts, as well asseveral seconds past the impacts.

TABLE 1 Time Line for Mine Explosion TIME STAMP (M:SS) PLAYER 1 PLAYER 2PLAYER 3 0:00 Spawn, Walk Spawn Spawn 0:05 Walk Walk 0:15 Get in tank,drive 0:21 Pick up mines 0:22 Get in jeep, drive 0:26 Get in plane 0:36Land plane Launch grenade at player 3 tank 0:39 Get out of jeep 0:48Place mine 1 0:60 Place mine 2 0:71 Walk over mine 1, blow up 0:74 Bodylands 0:91 Drive over mine 2, blow up 0:97 Body lands

Many sub events may have happened to cause the event. For example, in“Capture the Flag,” the system can trace the path the flag took from theinitial taking of the flag all the way to the capture of the flag. Theremay have been dozens of people who carried the flag and dropped the flagalong the way. There may have been several long distance kills of theflag carrier. There may have been several mines that blew up around theflag carrier, or killed the flag carrier. In those cases, the system canalso show the mines being placed, then zoom forward in time to themblowing up the flag carrier. Even the initial flag take has sub eventsof the player approaching and taking the flag.

The system can chose the amount of events and sub events to displaydepending on the desired length of replay. For example, if a flagcapture is desired to be shown, the system could designate five secondsof time to the initial flag take, 20 seconds of flag carrying, possiblyshowing five seconds of the top four events while the flag was carried,and the final five seconds before the flag capture.

FIG. 5 is a schematic diagram showing a game play timeline and resultingvideo content according to an embodiment of the invention. In FIG. 5,players 1, 2, and n are shown spawning, killing and being killed, andcapturing a flag. The events occur along a timeline. The eventinformation is used to generate video segments that are then combined toproduce a highlight video of the game. In FIG. 5, the video segments inwhich two or more players are linked by a common activity are combinedto show both players' perspective, although this is not necessary insome embodiments. In FIG. 5, for example, two video segments are shownform players 1 and 2 spawning because the both spawned at the same time.This relationship might prove to be significant when a highlight videois assembled. Likewise, when a player kills another player, bothplayers' experience is captured as a separate video segment. As can beseen, in the example of FIG. 5, players 2 and n cooperated to capturethe flag and, thus, video segments for each of them are provided.

Further, a competitive dimension may be added, where tagged events inwhich top rated players appear are given greater weight to produce avideo based, at least in part, on the rankings of the players whoparticipated in a particular game.

An embodiment of the invention contemplates the selection of highlightsfrom among highlight videos from several games. This embodiment thusprovides a highlight video selected from among the highlights of severalgames. Thus, a user may request a video be prepared that shows all ofthat user's tagged events from all games played by that user.Alternatively, highlights from several games can be selected based upona particular event, for example, the top ten flag captures. Further, avoting community may select highlights. Such community may comprise, forexample, each player who participated in a particular game, top ratedplayers, a “board of editors,” a coterie of spectators, and the like.

FIG. 6 is a logic diagram showing operation of the invention duringproduction of a game highlight video according to an embodiment of theinvention. One embodiment of the invention automatically edits eventsinto a video and further adds such video elements as a title, cast ofplayers, and chapters. Along these same lines, a further dimension ofselection can include a personal dimension, in which a personalizedvideo is prepared for each user, based on that user's tagging. Thisembodiment of the invention also provides the ability to create anarrative of one or more game play events. For example, for example gamehistory can be stored for all events from multiple perspectives. Thus,each player's role in capturing a flag can be portrayed either in order,i.e. sequentially, or as a series of dissolves from one player toanother player, such that a time line of actions is depicted from eachplayer, leading up to the event. In this way, the invention can build astory around an event. Further, an event that is otherwise viewed byeach player from their own perspective can be assembled into amulti-perspective view or series of views to allow an event, such as anexplosion, to be viewed from all possible angles. In one embodiment,each perspective could be presented as part of a split screen view,while in another embodiment, transitions, cuts, and the like betweenperspectives are automatically inserted into the video.

In FIG. 6, the highlights, as represented the various events, areassembled into a video (600), based upon the various factors describedabove. The player profiles are also gathered (610) from the game serveror from other sources, such as the player's game console, webpage, blog,or the like. The player profile information is used to generate videocredits (620), which are then appended to the video, for example at theend. The credits can include the player's game play name and theplayer's avatar, for example. A series of chapters and/or titles canalso be generated (630). For example, each chapter can provide directaccess from a first level menu to a particular event. Likewise, thevideo, as well as each chapter, can be entitled, based upon eventrelated metadata. Finally, the video is completed (640) and can bedistributed, as discussed elsewhere herein.

Various tools are provided in an embodiment that enhance thepresentation aspects of the video. For example, as discussed above, atitle and cast of characters can be automatically appended to thebeginning and/or end of the video, for example based upon profileinformation for each player. Thus, each player depicted in an event maybe featured as a star of the video in the video credits. This same userinformation can also be used to highlight or otherwise distinguish oneor more players, for example, the network ID or the username associatedwith a character is highlighted and presented in the video so thatindividual users are clearly distinguished for their actions. Thus, aflag carriers would have a more distinct (and valued) presentation oftheir avatar in this embodiment.

An embodiment of the invention also provides for export of the videohighlights from one or more games. Thus, a user may export one or moreevents from a game to the World Wide Web, for example for display onYouTube™. Such user generated content can be shared, for example atsocial networking sites, such a Facebook™ or MySpace™. In thisembodiment, videos can be automatically generated based upon machineheuristics, based upon user preferences applied to the video generationprocess using machine automation, or manually edited by each gameplayer. In this latter category, each player may present their video andreceive appropriate recognition from the game player community, forexample an award for the most interesting, most exciting, or funniestvideo.

FIGS. 7 a-7 n show an edited game play sequence as produced inaccordance with the invention. In particular, FIGS. 7 a-7 h show a firstview sequence and FIGS. 7 i-7 n show an alternate view sequence.

While the above is a complete description of the preferred embodiment ofthe present invention, it is possible to use various alternatives,modifications and equivalents. Therefore, the scope of the presentinvention should be determined not with reference to the abovedescription but should, instead, be determined with reference to theappended claims, along with their full scope of equivalents. Any featuredescribed herein, whether preferred or not, may be combined with anyother feature described herein, whether preferred or not. In the claimsthat follow, the indefinite article “A”, or “An” refers to a quantity ofone or more of the item following the article, except where expresslystated otherwise. The appended claims are not to be interpreted asincluding means-plus-function limitations, unless such a limitation isexplicitly recited in a given claim using the phrase “means for.”

What is claimed is:
 1. A method for automated creation of videos forinteractive entertainment involving at least one individual, based onevents that occur within that interactive entertainment, comprising: (a)storing a video history of a session of the interactive entertainmentfor an individual; (b) examining the interactive entertainment for thesession to identify events designated as significant, wherein the eventsare designated as significant based on performance by the individual inrelation to events that occur during the session of the interactiveentertainment, the designation of an event as significant is based onnumber of votes received for the event from multiple individuals meetinga predefined threshold, wherein the multiple individuals areparticipants or observers of at least part of the session of theinteractive entertainment or viewers of the stored video history (c)selecting segments of video from the video history of the session of theinteractive entertainment, the selected segments being for a set of theidentified events; (d) generating a video defined from the selectedsegments of video, the video being playable to show the selectedsegments of video in a selected order for the individual; and (e)storing the video; and wherein the method being executed by a processor.2. The method of claim 1, wherein the video of the selected segments isa highlight video of certain ones of the events designated assignificant.
 3. The method of claim 1, wherein when the session is forinteractive entertainment involving multiple individuals, the methodexecutes operations (a) to (b), and then executes operations (c) to (e)for each of the multiple individuals by selecting the segments of videosmost relevant to each of the multiple individuals.
 4. The method ofclaim 1, wherein the threshold is met when events are tagged by theindividual for which the video is generated in operation (d).
 5. Themethod of claim 1, wherein the voting facilitated through selection oficons, buttons, or indicators of liking or disliking.
 6. The method ofclaim 1, wherein the voting providing an indication of the events of theindividual that are found to be entertaining and meeting the threshold.7. The method of claim 1, wherein the selecting of segments in operation(c) is performed automatically based on events known to be significantin the interactive entertainment.
 8. The method of claim 1, wherein theinteractive entertainment is one of a video game or an online videogame.
 9. The method of claim 1, wherein the selecting of segments inoperation (c) is performed in response to tagging of particular eventsby the individual during the game session.
 10. The method of claim 9,wherein a subset of the tagged events by the individual are generatedinto the video.
 11. The method of claim 1, wherein the threshold isdefined by applying ranking of the events by popularity, as determinedby a plurality of individuals.
 12. The method of claim 1, wherein thegenerating of the video in operation (d) is performed automatically uponcompletion of the session.
 13. The method of claim 1, wherein uponcompletion of the session, the video is shared to a plurality ofpredefined individuals over the internet, the plurality of individualsenabled to provide voting regarding the events in the video.
 14. Themethod of claim 13, wherein the voting of the events for the session arestored and accessed to automatically rate similar events in othersessions by other individuals.
 15. The method of claim 1, wherein thevideo arranges the segments in a timeline corresponding to the session.16. A system for automated creation of videos for interactiveentertainment involving at least one individual, based on events thatoccur within that interactive entertainment, comprising: a client devicefor executing the interactive entertainment, the client device beingconnected to a server over the internet, the client device having logicfor storing a video history of a session of the interactiveentertainment for an individual; logic on the client device and logic onthe server configured for identifying events designated as significant,wherein the events are designated as significant based on performance bythe individual in relation to events that occur during session of theinteractive entertainment, the designation of an event as significant isbased on number of votes received for the event from multipleindividuals meeting a predefined threshold, wherein the multipleindividuals are participants or observers of at least part of thesession of the interactive entertainment or viewers of the stored videohistory; logic on the client device and logic on the server configuredfor selecting segments of video from the video history of the session ofthe interactive entertainment, the selected segments being for a set ofthe identified events; logic on the client device and logic on theserver configured for generating a video defined from the selectedsegments of video, the video being playable to show the selectedsegments of video in a selected order for the individual; and logic onthe client device and logic on the server configured for saving storingthe video, the video being shareable over the internet.
 17. The systemof claim 16, wherein the client device is a game console and the serveris a game server.
 18. A non-transitory computer readable media havingprogram instructions for automated creation of videos for interactiveentertainment involving at least one individual, based on events thatoccur within that interactive entertainment, the computer readable mediacomprising: (a) program instructions for storing a video history of asession of the interactive entertainment for an individual; (b) programinstructions for examining the interactive entertainment for the sessionto identify events designated as significant, wherein the events aredesignated as significant based on performance by the individual inrelation to events that occur during the session of the interactiveentertainment, the designation of an event as significant is based onnumber of votes received for the event from multiple individuals,wherein the multiple individuals are participants or observers of atleast part of the session of the interactive entertainment or viewers ofthe stored video history; (c) program instructions for selectingsegments of video from the video history of the session of theinteractive entertainment, the selected segments being for a set of theidentified events; (d) program instructions for generating a videodefined from the selected segments of video, the video being playable toshow the selected segments of video in a selected order for theindividual; and (e) program instructions for storing the video.
 19. Thecomputer readable media of claim 18, further comprising, (f) programinstructions for generating any of several combinations of views of saidvideo, each view corresponding to a series of the events that occurredduring said interactive entertainment for a respective one of each ofsaid multiple individuals.